UBlueprintPathsLibrary::GetRelativePathToRoot
#include "Kismet/BlueprintPathsLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Returns the relative path needed to get from the current base directory (Engine/Binaries/<Platform>) up to the engine root directory.
Caveats & Gotchas
- • Returns a reference to an internal cached string — treat the returned value as read-only and don't assume its lifetime extends past the next engine path change.
- • This is an engine-internal path-resolution helper; most gameplay and tooling code should use RootDir() or ProjectDir() instead of reconstructing paths from this.
- • The value depends on where the executable's Binaries folder sits relative to the engine root, so it differs between installed builds, source builds, and packaged games.
Signature
static ENGINE_API const FString& GetRelativePathToRoot(); Return Type
const FString& Example
Inspect the relative root path C++
const FString& RelativeRoot = UBlueprintPathsLibrary::GetRelativePathToRoot();
UE_LOG(LogTemp, Log, TEXT("%s"), *RelativeRoot); See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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